/obj/item/weapon/paper_bin name = "paper bin" desc = "Contains all the paper you'll never need." icon = 'icons/obj/bureaucracy.dmi' icon_state = "paper_bin1" item_state = "sheet-metal" throwforce = 0 w_class = WEIGHT_CLASS_NORMAL throw_speed = 3 throw_range = 7 pressure_resistance = 8 var/papertype = /obj/item/weapon/paper var/total_paper = 30 var/list/papers = list() var/obj/item/weapon/pen/bin_pen /obj/item/weapon/paper_bin/Initialize(mapload) ..() if(!mapload) return var/obj/item/weapon/pen/P = locate(/obj/item/weapon/pen) in src.loc if(P && !bin_pen) P.loc = src bin_pen = P update_icon() var/static/warned = FALSE if(!warned) warning("one or more paperbins ate a pen duing initialize()") warned = TRUE /obj/item/weapon/paper_bin/fire_act(exposed_temperature, exposed_volume) if(!total_paper) return ..() /obj/item/weapon/paper_bin/Destroy() if(papers) for(var/i in papers) qdel(i) papers = null . = ..() /obj/item/weapon/paper_bin/fire_act(exposed_temperature, exposed_volume) if(total_paper) total_paper = 0 update_icon() ..() /obj/item/weapon/paper_bin/MouseDrop(atom/over_object) var/mob/living/M = usr if(!istype(M) || M.incapacitated() || !Adjacent(M)) return if(over_object == M) M.put_in_hands(src) else if(istype(over_object, /obj/screen/inventory/hand)) var/obj/screen/inventory/hand/H = over_object M.putItemFromInventoryInHandIfPossible(src, H.held_index) add_fingerprint(M) /obj/item/weapon/paper_bin/attack_paw(mob/user) return attack_hand(user) /obj/item/weapon/paper_bin/attack_hand(mob/user) if(user.lying) return user.changeNext_move(CLICK_CD_MELEE) if(bin_pen) var/obj/item/weapon/pen/P = bin_pen P.loc = user.loc user.put_in_hands(P) user << "You take [P] out of \the [src]." bin_pen = null update_icon() else if(total_paper >= 1) total_paper-- update_icon() // If there's any custom paper on the stack, use that instead of creating a new paper. var/obj/item/weapon/paper/P if(papers.len > 0) P = papers[papers.len] papers.Remove(P) else P = new papertype(src) if(SSevent.holidays && SSevent.holidays[APRIL_FOOLS]) if(prob(30)) P.info = "HONK HONK HONK HONK HONK HONK HONK
HOOOOOOOOOOOOOOOOOOOOOONK
APRIL FOOLS
" P.rigged = 1 P.updateinfolinks() P.loc = user.loc user.put_in_hands(P) user << "You take [P] out of \the [src]." else user << "[src] is empty!" add_fingerprint(user) /obj/item/weapon/paper_bin/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/weapon/paper)) var/obj/item/weapon/paper/P = I if(!user.transferItemToLoc(P, src)) return user << "You put [P] in [src]." papers.Add(P) total_paper++ update_icon() else if(istype(I, /obj/item/weapon/pen)) var/obj/item/weapon/pen/P = I if(!user.transferItemToLoc(P, src)) return user << "You put [P] in [src]." bin_pen = P update_icon() else return ..() /obj/item/weapon/paper_bin/examine(mob/user) ..() if(total_paper) user << "It contains " + (total_paper > 1 ? "[total_paper] papers" : " one paper")+"." else user << "It doesn't contain anything." /obj/item/weapon/paper_bin/update_icon() if(total_paper < 1) icon_state = "paper_bin_0" else icon_state = "[initial(icon_state)]" cut_overlays() if(bin_pen) add_overlay(image(icon=bin_pen.icon,icon_state=bin_pen.icon_state)) /obj/item/weapon/paper_bin/construction name = "construction paper bin" desc = "Contains all the paper you'll never need, IN COLOR!" icon_state = "paper_binc" papertype = /obj/item/weapon/paper/construction